Console Protocols
The dashboard console speaks each game's native remote-console protocol, selected per template.
One console, seven protocols
A GameTemplate’s spec.rcon.protocol selects the wire protocol the agent sidecar speaks to a game’s console port. The dashboard’s Console tab — and every RCON-backed capability, from player moderation to the quiesce step a backup runs before snapshotting — uses whichever protocol the template declares.
| Protocol | Example game(s) | Transport | Default port | Password source |
|---|---|---|---|---|
source |
Minecraft, Counter-Strike 2, V Rising | Valve/Source RCON (TCP) | 25575 (Factorio: 27015) | passwordEnv / passwordFile |
telnet |
7 Days to Die | line-based TCP | 8081 | passwordEnv |
websocket |
Rust | Facepunch WebRcon (WebSocket) | 28016 | passwordEnv |
battleye |
DayZ | BattlEye RCon (UDP) | 2305 | passwordEnv |
satisfactory |
Satisfactory | HTTPS function-call API | 7777 | passwordFile (admin password is claimed in-game, not injected) |
palworld |
Palworld | REST admin API (HTTP Basic) | 8212 | passwordEnv |
none |
Terraria, Don’t Starve Together | — (stdin / pty) | — | — |
Stdin consoles
Games with no usable remote console set rcon.protocol: none. If they still need interactive commands, the template also sets consoleMode: pty — the dashboard then attaches to the pod’s stdin/stdout over the Kubernetes pod-attach API instead of opening a network socket, so a pty game gets a real console without a console protocol.
Template authors: the full rcon spec — per-protocol YAML, the passwordEnv vs passwordFile precedence, and how capabilities (player actions, status metrics, custom buttons) build on top of it — is documented in Module Authoring and the module authoring guide on GitHub.